D&D 5e: The Blood Domain I wrote the Spirit and Exorcism domains a few months back, and they got me thinking about domai
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Chapter 1 Liadrin, her apprentice Galell and Dar'khan wake up, hanging upside down, in a troll sacrificial chamber. They
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D&D 5e: The Blood Domain I wrote the Spirit and Exorcism domains a few months back, and they got me thinking about domains that imply totally dissimilar approaches to religion and spirituality. Here is another, perhaps more suited to sinister gods, such as the Blood of Vol in Eberron, but gods of battle such as Tempus in FR might find it appropriate. Admittedly, its feature names are more derived from Arioch and Khorne. For me, though, it builds on an idea I had years and years ago, when I was hacking SIFRP to run Birthright: given their emphasis on the right to rule derived from divine bloodlines, it's not impossible to imagine even the most goodly gods of Aebyrnis valuing blood sacrifice.
Blood Domain Some deities, especially those of a more primal or cruel demeanor, hold blood as the essence of holiness. It is the sign of pain, valor, birth, and martyrdom. Some clerics of this domain actively spread violence wherever they go, while others use its power to assure that bloodshed is rare and swiftly ended. Even more than most clerics, those of this domain are forever weighed and tested by their gods, as they choose their own balance between mercy and severity. In many cultures, priesthoods of this domain are pushed into the shadows and the edges of society, becoming mystery cults. Domain Spells 1st: false life, inflict wounds 2nd: enhance ability, protection from poison 3rd: feign death, vampiric touch 4th: compulsion, divination 5th: contagion, greater restoration Blood for the Gods At 1st level when you choose this domain, you gain proficiency in all simple and martial weapons that deal piercing or slashing damage, and you gain proficiency in heavy armor. The Blood is the Life Also starting at 1st level, you gain temporary hit points equal to twice your cleric level when your current hit points fall below half of your maximum hit points. Once this occurs, it cannot happen again until you complete a short rest. If your current hit points are below or equal to half your maximum hit points when you roll initiative, you gain temporary hit points equal to twice your cleric level. Channel Divinity: Bloodgift Starting at 2nd level, you can use your Channel Divinity to invoke divine favor upon those who bleed and suffer in battle. As an action, you call your deity's name. Up to two allies within 60 feet with current hit points at or below half of their maximum hit points may spend their reactions to make an attack with a piercing or slashing weapon. If these attacks hit, they add your Wisdom bonus to the damage dealt. At 11th level, this power can affect up to three allies instead of two. At 17th level, this power can affect up to four allies instead of three. Mighty in Vengeance
Starting at 6th level, when your current hit points are at or below half of your maximum hit points, you may treat any result of 1 or 2 as a 3 on dice rolled to determine damage or healing effects from weapons or spells (not attack rolls or saving throws, but effect values). Red Ruin Starting at 8th level, once per turn when you make a weapon attack with a piercing or slashing weapon, you deal an additional 1d8 damage of the same type. When you reach 14th level, the damage increases to 2d8. Further, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Blood and Souls Starting at 17th level, when you deal damage that reduces a creature to 0 hit points, you regain an expended use of Channel Divinity, or you regain an expended spell slot. The spell slot's level is equal to half the Challenge Rating of the creature you damaged, or 5, whichever is lower. After you have used this ability twice, you may not do so again until you complete a long rest.
Design Notes First off, the domain spells: coming up with 4thlevel domain spells was especially hard, because 4th level is weirdly thin for several classes. I chose to favor more sinister interpretations of the domain in a lot of cases; if you're playing a more Goodaligned cleric of this domain, think of it as your deity's assurances